Under Night In-Birth/UNICLR/Seth/Combos
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Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is inputting by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
Disclaimers
- The routes in this page are gathered from UNICL-R Seth BNB Guide. Refer to this document for fundamental CLR Seth combos for every starter. If you'd like to explore more, at the links in the bottom of the page you'll find other resources for combos with more route types and optimals from different players.
- These combos are not the most optimal damage-wise, but after some time with the CL-R patch, these have been determined to be consistent and/or important.
- You can do easier combo's than what are listed here, these are just recommended
- Resources on how to do the common parts of these combos will be linked at the bottom, and you can always ask for help in the UNI hub discord, which will also be linked.
- Combos color coded in green are corner carry routes.
- These routes can end in the B crab corner ender, provided you carried them completely into the corner.
Notation
Seth's combos involve a lot of side switches, quick inputs and have various ways to input the same combos. As you come across Seth documents or ask for routes, a lot of people refer to these moves differently, so here are common ways of referring to Seth's moveset as well as other common ways of notating it.
- Corner Carry
- j.22~6x: Commonly mentioned as Fastfall Kick, Fastfall~6X, FF Kick or simply FFK; j.2A+B~6X.
- j.214A: A Dive
- 214x~B: B Blink, 214[B].
- 214x~B side-switch: 214x~4B, 21[4B].
- 214x~C: C Blink, 214[C]
- 214x~C side-switch: 214x~4C, 21[4C].
- 236x or simply x Orb e.g. 236b = B Orb
- j.236X: j.X Orb
- 632146X: 6246X, X Grab, X Command Grab, x Cmd Grab, or EX Cmd Grab for 632146C.
Universal
Combo | Damage | Cost | Meter Gain | Location |
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Stuff > 5CC > 214X~B > j.22~6X > j.6C > j.236B > j.214A > dl 214X~C > 6C > orb set | Anywhere | |||
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Stuff > 5CC > 214X~B > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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2C > 623B > 623A > 66B(1) > 214X~B > j.623A > FFK > tk.j.623B > j.236a > j.214a > 214X~8X > 6C > orb set | Anywhere | |||
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Combo Theory and Enders
Seth combos are very flexible and allow you to change your routing depending on starter and how you want to finish your combo. The main objective for Seth's enders is to end with a hard knockdown and an orb set, to keep pressure and continue this 'vortex'.
- Axe kick Ender/ tk j.623B.
For an in-depth explanation of this route and its execution, refer to "Explaining the tk623b orb series" by Serchiot.
This route does similar damage to Seth's [ST] BNB's, making use of the j.623X moves added to UNICLR. The main component is the following combo, using a tiger knee j.623B (done as close to the ground as possible, generally by doing the input on the ground and then jumping).
Setup > tk j.623B > j.A Orb > j.A Dive > Ender
In order to set up this route, the opponent must be at a certain height for j.623B to connect properly. Enders following this route are the following.
Combo | Cost | Location |
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... 214X~8X (orb hits) > 6C > Orb | Anywhere | |
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... B Command Grab (Orb hits) > j.6C > Orb | Anywhere | |
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... 214X~C (orb hits) > 6C > Orb | Anywhere | |
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... C Command Grab | 100 EXS | Anywhere |
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... B Command Grab (orb hits) > (run) Veil Off | 100 EXS | Anywhere |
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... 214X~8X (orb hits) > (run) Veil Off | 100 EXS | Anywhere |
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- Old [ST] Routes.
[ST] bnb's still work, but get less damage in [CLR]; still, they're proven and can provide good oki in case you can't do a tk j.623b route. Most common [ST] routes use the following combo:
Starter > 214X~B > Fastfall Kick > j.6C > j.B orb > j.A dive > Ender
This route allows for flexible enders, that you can use depending on your starter, after the Fastfall Kick sequence.
Combo | Cost | Location |
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... 214X~C (orb hits) > 6C > Orb | Anywhere | |
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... 623B > 66C (orb hits) > 6C > Orb | Midscreen | |
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... 623B > 623A (orb hits) > A Orb > 9j.CAB (Orb hits) > 6C > Orb | Midscreen | |
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... 214X~C (orb hits) > Veil Off | 100 EXS | Anywhere |
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... 623B > 66C (orb hits) > dash > Veil Off | 100 EXS | Midscreen |
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... 623B > 623A (orb hits) > Veil Off | 100 EXS | Anywhere |
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FAQ
Note: Most of the standard beginner/ST routes frequently asked questions are covered and greatly explained on UNIST 3.20 Seth Beginner Guide by Brett. Give this document a look if you have trouble with beginner combos and routes carried from ST.
Beginner BNB/4-1 questions
- Why can't I finish combos into j.6C instead of 6C, as mission mode showcases?
6C provides superior oki and setups in comparison of j.6C, with mostly the same routes.
- My opponent is too high after 214X~C and 6C can't connect.
Delay a bit between A Dive and 214X~C so the orb hits the opponent lower. You can do so by inputting 214X quickly and delaying the C followup or doing A Dive (delay) 214[C].
- On the beginner BNB, how do I do connect j.6C after Fastfall Kick?
After FFK, jump back and delay j.6C so Seth moves back and forward with the kick, in order to continue the route properly (missing j.6C / going under the opponent and whiffing j.214A). The input is 7j.6C. It is recommended to hit the j.22~6x as low to the ground as possible, as it will be make the subsequent j.6C much easier to hit.
- After j.6C B Orb, A Dive isn't coming out/it's coming out late.
Seth can cancel some of his specials into other special moves. After Seth deploys B Orb, at the end of the moves recovery you want to cancel it into A Dive.
Explaining the tk623b Orb Series
- What is the tk623b orb series?
The tk623b orb series is a combo part that is found in many of Seth’s combos. Using an example combo, the sequence in question is the following italicized:
2A > 2A > 2B > 5C > 2C(2) > 623A > 66B(1) > j.623A > j.22~6x > j.623B > j.236A > j.214A > 214x~8x > Orb Hit > 6C (Video)
The tk623b orb series consists of 4 steps: 1. The preparation. 2. The tk623b itself. 3. j236a>a dive 4. The ender. Axe kick or c blink or b grab. (Technically 623b>66c and 623b>623a also work but they are usually fairly unoptimal.)
Since some people have asked this question before, I’ll explain what a TK even is: TK (short of tiger knee) means that you start a motion on the ground and end on a jump. Through the buffer window of the game, this will immediately do the input motion in the air: 6239 or 62369 allows you to do j623x as soon as you leave the ground.
Let’s look at the steps separately.
1. The preparation.
To properly set up the tk623b orb series you need to keep one important thing in mind and that is the height of your opponent. While it can be fairly lenient (as can be seen here), leaving your opponent too high will cause the tk623b to miss. Always keep one thing in mind though: Even if you hit the opponent really high, as long as you do step 1-3 properly, you will be able to successfully end it, even if you have to resort to using b grab.
Now, how do we achieve proper height? For this step, let’s first look at ways to go into the tk623b itself. To do so, the middle part of your combo needs to end in one of the following routes:
1. B blink>dl j623a>ffk Try to hit the j623a as low as possible but it is fairly lenient as shown before. 2. tk623a>ffk (e.g after 66c>623b) Example 3. 3c (e.g 66c>623b>3c or 623b>623a>2c>3c) Try to hit the 3c as low as possible. Example 4. C Blink 5. 5c
We have successfully prepared for the tk623b orb series. Now how does it exactly work? If you already tried it yourself, you will notice that the orb misses a lot or the opponent techs before your a dive connects. So let me explain how to do the series itself and what details you should look out for.
2. The tk623b itself.
This is probably the most important step for the entire series. Depending on which one of the earlier middle parts you went for, how you do the tk623b varies a lot.
After any route that goes into ffk>tk623b series: Delay the tk623b as much as you can. This will allow you to place the a orb low enough so it will hit the opponent after they hit the ground. If the orb misses, you very likely didn’t delay enough at this step.
After any other route (3c or c blink) try to do tk623b ASAP otherwise the opponent will either tech or be too high for tk623b to hit.
3. j236a>a dive
This step requires very fast inputs. As soon as you input the tk623b immediately buffer the j236a. One way to know if you didn’t input j236a fast enough is that the opponent will tech before a dive hits them. The a dive has to be done properly but if you learned 4-1, it’s basically the same as j236b>a dive (except the direction of the motions). If you want to end in 214x~c you need to delay the a dive a bit.
4. The ender.
If you have done step 1-3 properly, you can now input axe kick (tk623b>j236>j214a>214x~8x) and the opponent will be stunned by the orb. You should end in b grab if you realize that you didn’t delay tk623b enough (b grab> air backdash>j6c>any orb) or if an orb hit has messed up your combo. It’s also very nice for getting a good orb position in the corner and does a little bit of extra damage for a metered extension. If you have done step 1-3 perfectly you are also able to end in c blink for a little bit of extra damage.
These are the 4 steps to learning the axe kick ender. This is probably the most technically challenging route that Seth currently has, so don’t be discouraged if it takes some time to learn it.
- The orb misses:*
This usually means that you either didn’t delay the j623a or tk623b enough, especially the latter is very important for making the orb connect. You also need to make sure that you do not delay the axe kick.
- Opponent techs before a dive hits:*
To fix this, input j236a after tk623b as fast as possible. Yes, even faster than you’re doing it now.
Enders
After these enders, Seth generally places an orb for okizeme, concentrates for GRD advantage or changes his positioning relative to his opponent according to the situation.
Combo | Cost | Location |
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6C | Anywhere | |
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j.6C | Anywhere | |
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66C | Anywhere | |
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623C | 100 EXS | Anywhere |
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632146C | 100 EXS | Anywhere |
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Okizeme, Mixups and Setups
Seth's main combo theory follows up into his great okizeme, as the knockdown time from j.6C and 623C into an orb allow him to either use the orb as a safe backup to reset pressure, control the opponent's actions in neutral or as a mixup tool through orb crossups and unblockables. Note that most of the setups Seth can do have an option to counter it, so you shouldn't abuse just one option. Instead, making use of a variety of mixup options, as well as fundamental UNI pressure, you can overwhelm the opponent making it hard for them to react to all your options.
Note that while Seth's orb crossups and unblockables look as really strong options, they are not the orb's only uses. Seth's orb oki can make simple situations as doing nothing and baiting an opponent's option into really favorable ones by forcing the opponent to give up their turn because of the orb's presence or risk getting hit by it. Therefore, consider common UNI pressure as a main option for Oki reinforced by the orb, while orb crossups and unblockables complement this first layer once the opponent respects your orb. A more in-depth look at this can be found in the Strategy section.
Explaining Orb Crossups
Seth's main left/right mixup comes through the use of an orb and Seth's positioning relative to his opponent. Orbs are affected by crossup protection, which means that if Seth is in one side of the opponent, and the orb is in the other (Orb-Opponent-Seth), the orb hit can be blocked by pressing either 4 or 6, relative to Seth. If the orb and Seth are both in the same side (Opponent-Seth-Orb), the orb must be blocked relative to the side in which Seth and the orb are. However, Seth's attacks always have to blocked relative to Seth, which allows a mixup opportunity by striking on one side with Seth or quickly moving to the orb's side and crossing the opponent's block.
As an example for an orb crossup: the opponent is between an orb and Seth (Orb-Opponent-Seth). Seth approaches the opponent threatening a hit, so the opponent blocks relative to Seth (in this case, holding 4 or 1). Seth, instead of hitting, blinks to the other side as the orb activates (Seth-Orb-Opponent). Because the opponent was holding "4" (which is now 6, in relative to Seth), he is now holding forward towards Seth, no longer blocking, which allows the orb to hit.
Common orb crossup setups
Combo | Cost | Location |
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...6C > j.236B, 5A, 66C > 623A | Midscreen | |
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...6C > j.236B, 5A, 66C > 214x or 214x~a/b | Midscreen | |
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...6C > j.236B, stuff > 21[4]x~a/b or 214x~a > 623a / 214x~b > j.214a | Midscreen | |
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These are examples on common ways to do a basic orb crossup on midscreen. Seth's pressure allows to mix between standard UNI pressure and blinks to confuse the opponent. Explore through the usage of the 214x series, A and B blink and cancelling these into 623x, more blinks and mobility tools (air backdash, assault, j.623x, air orbs) to confuse the opponent and keep them on their toes.
Corner Orb Oki
In the corner, Seth can establish a 50/50 situation by positioning the orb in front of the opponent (generally through A orb with both Axe kick and B command grab ender, positioning it as Seth-Orb-Opponent), where Seth's A blink into the corner would force the collision box to push the opponent outside of the corner, making the orb switch sides (Opponent-Orb-Seth). This allows Seth to threaten this 50/50 by doing a move from the 214x series and deciding if he'll stay on the same side or cancel into A blink to the other side. For more information on this setup, refer to Ohittou's ([st]) videos: Corner orb positioning ([st]) examples, and corner orb Okizeme.
Unblockables
Seth's unblockable is using j.214B to grab the opponent while they are in blockstun from an orb. Unblockables do 1277~ damage from blockstun by themselves and can't be looped into each other without using resources or specific setups, as its recovery doesn't allow you to set an orb quickly enough to follow it up as the opponent recovers, returning to neutral. However, it can be followed up by using CS or placing an orb so it hits after j.214B's attack.
Combo | Cost | Location |
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...623C Oki > tk j.236B > 5B > 5C (dl) C > 623A > CS > j.214B | CS | Midscreen |
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...> dl j.623B > j.236A > j.214A > 214X~8X > j.236C > j.6C > j.236A > j.623Aw > Orb hit in blockstun ~ j.214B > Orb hit | 100 EXS | Corner |
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Combos
All combos were taken from Jasred's great Evernote doc
A Starters
Combo | Damage | Cost | Meter Gain | Location |
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(2A > 2A) / (5A) > 2C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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(5A > 5C) / (2A) > 2C > 214X~B > j.22 > 66C > 623B > tk j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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(5A > 5C) / (2A) > 2C > 623A > 5B > 623B > tk j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
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5AAAA > 214X~B > j.22~6X > j.6C > j.236B > j.214A > 623B > 623A > 6C > orb set | Corner |
B Starters
Combo | Damage | Cost | Meter Gain | Location |
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2B / 5B > 5C > 2C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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2B / 5B > 5CC > 623B > 66C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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5B > 5CC > 214X~B > j.22~6X > 623B > 623A > 2C(1) > 3C > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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2B > 5C > 2C > 623A > 66B(1) > 214X~B > j.22 > 66C > 623B > j.A > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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5B > 5C > 2C > 623A > 66B(1) > 214X~B > j.22 > 66C > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere* Corner Carry
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2B > 2C > 623A > 5B/66B(1) > 623B > dl 5CC > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner | |||
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2B / 5B > 5C > 2C > 623A > 5B/66B(1) > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
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5B > 5CC > 623B > dl 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > j.6C > j.236B > j.214A > dl 214X~C > j.6C > orb set | Corner
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5B > 5CC > 214X~B > j.22~6X > 623A > 5B/66B(1)/5C/3C > 623B > tk j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner | |||
* It is however worth noting that 3C is often more difficult and only optimal in specific starters/confirms |
C starters
Combo | Damage | Cost | Meter Gain | Location |
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5C > 2C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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5CC > 214X~B > j.22~6X > 623B > 623A > 2C(1) > 3C > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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5CC > 623B > 66C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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5CC > 214X~B > j.22~6X > j.6C > j.236B > j.214A > 623B > 623A > tk j.236a > j.C > j.A > j.B > 3C > 6C > orb set | Anywhere
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5C > 2C > 623A > 66B(1) > 214X~B > j.22 > 66C > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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5CC > 214X~C > 6.C/j.6C > 66C > 623B > tk j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 632146B > j.44 > j.6C > orb set | Anywhere | |||
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2C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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2C > 623A > 66B(1) > 214X~B > j.22 > 66C > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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2C > 623B > 5C > tk j.623A > j.22~6X > 623A > 66B(1) > dl 214X~C > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner | |||
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2C > 623B > 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
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2C > 623A > 5B/66B(1) > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
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5CC > 214X~B > j.22~6X > 623A > 5B/66B(1)/5C/3C > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
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5CC > 623B > dl 5C/5B > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
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5CC > 623B > dl 5C/5B > 623A > 66B(1) > 214X~C > j.623B > j.22~6X > j.6C > j.236A > j.214A > 214X~7/8/9X > 6C > orb set | Corner | |||
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A > 3C > 214X~B > j.623B > j.22~6X > j.6C > j.236B > j.214A > 623B > 66C > (walk/dash forward) > 6C > orb set | Anywhere
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j.22~6X > 214X~B > j.623A > j.22~6X > 5C > 623B > 623A > 2C(1) > 3C > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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3C > 214X~B > j.623A > j.22~6X > 5C > 623B > 623A > 2C(1) > 3C/5C > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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3C > 214X~B > j.623A > j.22~6X > j.6C > j.236B > j.214A > 623B > 623A > 236a > j.C > j.A > j.B > 6C > orb set | Anywhere
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3C > 214X~B > j.22 > 66C > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
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3B/3C CH > 2Aw > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
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3B/3C CH > 2Aw > 66C > 623B > 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 632146B > j.6C > orb set | Anywhere | |||
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5A > 3C > 214X~B > j.623B > j.22~6X > j.6C > j.236B > j.214A > 623B > 623A > 6C > orb set | Corner
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3C > 214X~B > dl j.623A > j.22~6X > 623B > 623A > 2C(1) > 3C > j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
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3B/3C CH > 2Aw > 66B(1) > 214X~B > j.22~6X > 623A > 5C > 623B > j.C > j.2C > j.623A > j.22~6X > j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner |
Command Normal Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6C > j.214A > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
6C > j.623A > j.214A > 214X~B > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
6C > j.214A > 623A > 2B > 623B > 66C > tk j.623A > j.22~6X > j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner |
Dash Normal Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66B > 5B > 623B > 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
66C > 623B > 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
| ||||
66B > 5B > 623B > 5C > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
66C > 5C > 623A > 5B/66B(1) > 623B > j.C > j.2C > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner |
Air Normal Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Assault j.C > 5A > 5C > 2C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
Assault j.C CH > 5C > 2C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
Rising j.A > j.C > j.B > 5B/5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
Air to air j.A > j.C > j.B > 5B/5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
Air to air j.A > j.C > (j.B) > j.214A > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
| ||||
Falling j.B > 5B > 2C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
Falling j.B CH > 5CC > 623B > 66C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
j.2C > j.214A > 623B > 66C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
Assault j.C > 5A > 5CC > 623B > 5B > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
Assault j.C CH > 5CC > 623B > dl 5C/5B > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
Rising j.A > j.C > j.B > 5CC > 623B > 5B > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
Falling j.B > 5B > 2C > 623B > dl 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
Falling j.B CH > 5CC > 623B > dl 5C > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner |
Special Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.214A > 623B > 66C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
j.214A > 623A > 2B > 623B > 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
214X~A Parry > 5B > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
632146A CS > j.2C w > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
632146B > j.22 > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
623B > 5C > tk j.623A > j.22~6X > 623A > 66B(1) > 214X~C > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
623A CS > 66B(1) > 214X~C > 66C > 623B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
j.214B CS > j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
| ||||
j.623A > j.214A > 623B > 66C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
j.623A CH > j.22~6X > 5C > 623B > 623A > 5B > 214X~B > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere | |||
| ||||
j.623B CH > j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > j.6C > j.236B > j.214A > dl 214X~C > 6C > orb set | Anywhere
| |||
214X~7/8/9X > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Anywhere
| |||
Orb Hit > Crumple State 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 66C > orb set | Anywhere
| |||
Orb Hit > Crumple State 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 632146B > j.44 > j.6C > orb set | Anywhere
| |||
Orb Hit > Crumple State 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > j.6C > j.236B > j.214A > dl 214X~C > j.6C > orb set | Anywhere
| |||
j.214A > 623B > dl 5B > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
214X~A Parry > 5C > 623B > 5C > 623A > 66B(1) > 214X~B > dl j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
632146A CS > j.2C w > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
632146B > j.22 > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
623B > 5C > tk j.623A > j.22~6X > 623A > 66B(1) > 214X~C > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
623A > CS > 5C > 623B > 66C > j.C > j.2C > j.623A > j.22~6X > 214X~B > j.623B > j.22~6X > j.6C > j.236A > j.214A > dl 214X~C > 6C > orb set | Corner
| |||
j.214B > CS > j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
j.623A CH > j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~C > j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
j.623B CH > j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > j.6C > j.236A > j.214A > dl 214X~C > 6C > orb set | Corner
| |||
214X~7/8/9X > 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | Corner
| |||
Orb Hit > Crumple State 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 66C > orb set | Corner
| |||
Orb Hit > Crumple State 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 632146B > j.44 > j.6C > orb set | Corner
| |||
Orb Hit > Crumple State 5C > 623A > 66b(1) > 214X~B > j.623A > j.22~6X > j.6C > j.236B > j.214A > dl 214X~C > j.6C > orb set | Corner |
EX Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
632146C > j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | 100 EXS | Anywhere
| ||
623C > CS > 623B > 5C > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | 100 EXS, Vorpal | Anywhere
| ||
j.214C > CS > j.6C > j.22~6X> 5C > 623B > 623A > 66B(1) > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | 100 EXS, Vorpal | Anywhere
| ||
j.623C > j.22 > 5C > 623B > 623A > 66B(1) > 214X~B > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | 100 EXS | Anywhere
| ||
632146C > j.22~6X > 5C > 623B > 623A > 66B(1) > 214X~B > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | 100 EXS | Corner
| ||
623C > CS > 623B > 5C > 623A > 66B(1) > 214X~B > 214X~B > j.623A > j.22~6X > dl j.623B > j.236A > j.214A > 214X~8X > 6C > orb set | 100 EXS, Vorpal | Corner |
Videos
External Links
- UNICL-R Seth BNB Guide by Jasred alongside #Seth discord channel.
- UNICL-R Seth Optimal Combos by Jasred, Compilation of harder high damage routes.
Seth Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-06-03 by Crakestraw.
75% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
|
|
45/50 | |
Strategy |
|
|
10/25 |
Combos |
|
|
20/25 |